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Seeing that my characters were headed in the direction of Haramoth, I decided to do a little whirlwind tour myself.
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A traveler’s guide to Haramoth
Table of contents:
1. The forgotten Hills
2. The Council of Shadow Haunt
3. The tribes of Tassor River
4. The White Mountains and the Woe
5. Ets Gadhol
6. Darit’Ir
7. Mate’Modebar
8. The Sea of Inheritance
9. Kelbeker River Plain.
10. Har’e Ruath
11. The Forest of Villains and western hills
12. The high plains and Auora River.
The South Eastern part of Alum is called Haramoth. Its political makeup is strange to say the least. The original inhabitants
were very tribal in nature and passed this down through the generations. There are still pockets of wandering herdsman and just plain
wanderers who are called “The unsettled”.
1. The Forgotten Hills in North Eastern Haramoth are perhaps the area of most widespread fertility. This area has had a long
relationship with Daradrak and boasts an area of wide spread farming. It is very clannish however and composed of many very small towns
/ market areas that service the widespread homesteads. Most marry within their clan and are fiercely loyal to their own small group.
On occasion one clan may raid another or harbor individuals who harmed a rival clan. This keeps the hatred fresh even if the
original grudge was insignificant and a long time ago. Naturally, this gives rise to bandits, and the area is a haven for all kinds of
criminal activity. The Gileadans even maintain regular guard houses to keep their road safe and guard the caravans. They also exact
tolls for non-Gileadan related business travel on their road.
The area is mainly populated by humans with just a few scattered Insidis enclaves nearer the mountains. Most are homesteaders
who cultivate family farms. Some of these family farms will house as many as fifty individuals if the family stays together.
There is a significant amount of in-breeding due to the clannish nature of the inhabitants. Birth defects are common and they
are looked down upon by the other Haramothites as being generally stupid and easy to fool.
The human inhabitants of Forgotten tend have well-tanned leathery skin from many orbits working under Thiel although they tend
to have a ruddy look when young. They are usually skinny, tall, red or brown haired and tend to have an under-bite. Their eyes are
usually brown or green and considered beady by other Haramothites.
The area is very loosely governed by The League of Haramothite Clans and Tribes. This is generally shortened to just “The League”.
The League conducts periodic censuses every two to five orbits to assess tribute and taxes. These levies may include anything from
coinage and food stuffs to young men being inducted into the Haramothite military service. These levies are assessed by the Tax
Assessors branch of the Haramoth military.
The teams generally include three Senior Tax Assessors—to help decide / resolve conflicts of opinion, six Junior Tax Assessors,
and then eleven to nineteen apprentices armed to the teeth including at least one skilled champion should a challenge be issued.
The Forgotten Hills are ruled separately clan by clan. Each clan is ruled with an iron fist by its patriarch whose decisions
are quite final. Occasionally a test of might is used to decide a dispute when the Patriarch refuses to pass a ruling or the ruling is
challenged by the majority of his successors.
Leadership is usually hand-picked, but in incidents of sudden death men get together and decide who their lead will be. This
decision making can range from pure negotiation to out right war within the family. War is generally discouraged as it weakens a clan
against its rivals.
2. The League is the federal arm of Haramoth. It is ruled by a council seated in the Room of Peace at the base of the Tower of
Gilead. It should probably be mentioned that the Forgotten Hills are so disorganized and belligerent that they rarely have a
representative in their seat. Even those periods when they do provide a representative, their representative has so little perceived
power that it discourages future representatives from attending.
The Council is quite large and has places or seats for a representative from each city, major tribe, or large group of
“unsettled”. At its peak the council may have as many as sixty places filled or as few as the base twenty. The council meets almost
daily to discuss issues and iron out “misunderstandings” (of which there are many). However, laws may only be passed or stuck down
during a two season long session once every five orbits.
The Council maintains a few representatives who are always present. The Tower of Gilead’s representative is the foremost and
most powerful of these. This representative is usually a high ranking Gileadan with the authority to dip into The Tower’s budget if the
need is great enough. The representative is the closest thing to a king that Haramoth possesses and can kill legislation very easily.
This representative is generally more feared than respected.
The Woe also maintains a seat on the council. They generally represent the Illuminarch’s interests in the area and often
directly oppose The Tower’s representative. The council was originally the Woe’s idea when Gilead became too powerful. Even though
they are small, they wield tremendous power and command great respect. This seat is generally held by a wise old warrior skilled at
brokering deals and compromises. Though the Woe are a force of dangerous and secret warriors they do more for peace in the region than
anyone else combined, although the locals might be inclined to argue this point.
The Prince of Darit’Ir is perhaps the third most powerful. This usually very religious individual has enormous control over the
Haramothite Military due to the large numbers of recruits levied from his city and surrounding towns. The Prince is the son or daughter
of the Chief of Darit’Ir—the largest city in all Alum.
Another notable Seat is that of the Insidis wanderers of Mate’Modebar. These wandering tribes hold the desert to the east of
The Tower. These tribes sift the sands for trace elements that aid in the Upper Tower’s electrical programs. This seat usually
publically agrees with The Tower representative even when the seat privately doesn’t. This seat usually controls the levied labor force
that does government public works projects.
A small contingent of government workers exists in the town at the base of the Tower of Gilead. This town was originally called
Gilead but the eventually became known as Shadow Haunt for many and various reasons. This small government maintains the Tax Assessors
and the Haramothite Military as well as an unreliable postal service.
3. The Tassor River Plain rests between the White Mountains and the Forgotten hills lying mainly to the south of the river proper.
The river itself originates in Eretz Haresh—an inhospitable volcanic region in northwest Haramoth. The great river and its tributaries
flood regularly dropping the fertile volcanic silt in wide fields and allowing for dense agriculture and cities along the river.
Meleckireem being the chief.
The plain itself is well watered and boasts widespread stands of cane that can reach up to 3 strides in height by the end of the
nearpass growing season. This sturdy grass generally grows anywhere a farmer hasn’t cut it away to grow crops.
The cities are typically built at the edge of the flood plain on the south side of the river. This is mostly to avoid raids
from the clans to the north in the Forgotten Hills. The exception to this is Meleckireem which is incredibly well defended. There are
three major cities above Meleckireem on the river. Each of these is composed of several minor clans which combine into a single large
tribe. The three Tassor River tribes are the Hazir (green), Metz (oppressor), and Habomah (the pledged). Each of these has a city of
the same name and a district in the city of Meleckireem.
The Hazir are very insular tribe and generally dislike outsiders from other Eastern tribes for the sole reason they are not
family. They tend to build large complexes of adobe living quarters. These are stacked haphazardly atop each other as each new family
needs space to live, much like the Pueblo Indians of North America. These may reach as high as five stories.
The Hazir are generally green-eyed, which gives them their name, with sandy blond to dark brown hair that is often worn quite
long. Their eyes are usually large and almond shaped much like their distant kin that wander in the mountains near the volcanic
wasteland from which the Tassor River originates.
The Hazir control the bulk of the upper river and are the largest of the three tribes. Ft. Brand marks the southern limit of
their power. Their northeastern border is marked by the great bridge where the Gileadan road crosses over the Tassor River from the
Forgotten Hills.
The Hazir exhibit wonderful hospitality to distant strangers as so many caravans pass through their land, but they do not get
along particularly well with the other Haramothite tribes. Feuds and bad blood go back millennium to the original settlers of Haramoth
and the Gileadan conquest.
The Metz are the tribe of the central Tassor River. They were once the true power of the region but have since lost much of
their influence as their numbers have decreased. The Gileadans originally tapped them to be their allies in the Gileadan conquests
beginning in 120 G.V. The Gileadans and their allies eventually won and began the great oppression of Haramoth which lasted until the
rebellion of 321 G.V.
The Metz were particularly harsh on their rivals and so earned their name. The Metz still have a nobility of sorts with
designations going back thousands of orbits. They later rejected Gileadan rule when the rebellion came and so maintained their
prominence in the council of Meleckireem.
The Metz are known for having jet black hair and bronzed skin. Many of them are now traveling merchants who are renowned for
pressing hard bargains and having great business sense. They are also known for being exceedingly talkative and jocular. To this day
they still arrange almost all their marriages.
The Metz build out of the same adobe pulled from the river banks, but their families prefer to build two story apartments beside
each other creating inner courtyards that an extended family shares. Occasionally two families with strong ties will build together
across and above the street or alley to make coming and going easier.
The Habomah of the lower river are very different from the other two tribes. Their descendants can be trace back to Etz Lomah,
the junglely and central valley of the White Mountains. They have been in the region for the longest time, but are probably the most
progressive of the three tribes.
They have dark charcoal colored skin and downward slanting eyes. The men generally keep their curly black hair cut short while
the women let it grow as long as they can stand the weight of it.
The Habomah prefer to build their more modern dwellings out of rock cut from the White Mountains or Forgotten Hills. This is
due to their ancient need to defend themselves against the raids they frequently suffered. They suffered heavily under Gilead’s hand
and were the catalyst to the great rebellion. Consequently Meleckireem was built on their land and they were given a place of
prominence.
The Habomah gained their name for their ancient pledge to throw off Gilead’s tyranny. It has since changed to reflect the large
numbers of them who worship the Glorious One. This makes them very hospitable to strangers and even other tribes. The Illuminarch has
great sway among them and has even come more often from their humble tribe more than any other people group.
They are one of the friendliest tribes in all Haramoth and have very few grudges currently held against them. Thus they are
able travel most places safely and are usually well received. Most government jobs in the city of Meleckireem are held by them as are
many posts in Shadow Haunt as Gilead is called by Haramothites.
4. The White Mountains and their central valley, Ets Lomah, are populated by several jungle tribes collectively called Hamilomah or
“people of night”. This area is primarily populated by more primitive tribes closely related to the Habomah. These tribes eke their
living out of the high jungle with a little help from The Tower and generally struggle to keep food on the table. The area is
relatively peaceful for quite a few reasons to be discussed later.
A few trading posts are established along the Hatometyim River. Where good are traded with the tribes. The tower of Gilead
maintains these posts to aid in trading for various plants and herbs used in Tower medicine. A few tribes still mine the mountains for
various metals used by The Tower and live in scattered villages throughout the White Mountains proper.
Gileadan technology can be found everywhere among the tribesmen in this region. Most common are Gileadan made machetes and
matches as well as an assortment of odd tools such as climbing shoes, advanced saws, and rope making equipment. It should probably be
noted that there are quite a few insidis tribe in the area as well.
A region of the White Mountains is known as the Mountains of Woe. This is the area immediately surrounding the unfinished Tower
of Woe. The tower was originally intended to be prison for the enemies of Nobus. It was built at great expense using technologies now
forgotten except to a few record keepers kept within its tunnels.
Once abandoned by Nobus, his archenemy, the Woe of Nobus, took it over and has been using it ever since. The Woe are secretive
guild of warriors and spies who watch over the interests of the Illuminarch. They were founded by ex-Illuminarch Gallyon in 4677 G.V.
The Woe regularly watch over this area of Haramoth and maintain a massive network of spies throughout all of Alum. They are
frequently found at odds with the Tower of Gilead, but each has learned to co-exist with the other.
The Woe are hand-picked from a young age from among poorest of the tribes of Haramoth. Permission is obtained from their
parents to raise and train them and then they are whisked away to learn the warrior arts of the Woe.
Members of the Woe are usually devoted followers of the Glorious One and strive to maintain peace throughout Alum. Many a
rebellion, uprising, or even war has been averted by the secretive efforts of these masters of hiding and disguise. Their main rivals
are the Wave Kings of the Four Isles.
The Tower of Woe is an incomplete prison set into the top a great mountain. The area around the mountain has been thoroughly
strip mined for the building material of the Tower of Woe and the small town at its base. These quarries are still mined today and can
ever hear the Song of Tears as wind blows through the upper halls and scaffolds of the large edifice.
5. To the west of the White Mountains is Ets Gahdol “the Great Forest”. Breathing in the costal moisture, trees grow to amazing
sizes here. The small tribes here cultivate communal farms and work hard at the lumber trade. They float large barks of lumber down to
the lumber mills of Darit’Ir to trade for additional provisions and various crafts.
The people here are expert wood carvers and their work can be found throughout Alum thanks to the diligent traders of Darit’Ir.
The tribes of Ets Gahdol are very dark skinned with upward slanting eyes. They are a clean shaven lot and dress very lightly. They are
also a very superstitious lot with few followers of the Glorious One.
6. To the southeast of the White Mountains lie the fertile fields and hills that support Darit’Ir. This massive city controls the
entire plain of the Hatometyim River. The city is packed full of smallish clans that have banded together over the years. There is
such a high degree of intermarriage that some clans can only be identified by their patriarchs.
The people of this region are generally olive or dark skinned with full dark eyes and dark black hair. The occasional pair of
blue eyes will be found as well, marking the descendants of the attempted Morbian colonizations, or Genhari sailors. Robes and head
scarves are the favored dress due to the heat. Jewelry is every where and worn as a mark of wealth and position.
The city frequently trades with the Genhari, and the wealthy display many of those wares are in their houses and on their
persons. The city is also the last major stop before the perilous trip north around the coast to Meleckireem.
The area is famous for its excellent livestock and particularly horses. The plain is very wet in the rainy season and they have
implemented extensive irrigation techniques to accomplish an addition growing seasoning.
7. The desert of Mate’Modebar lies to west of the White Mountains and is generally a large expanse of sand with the occasional
oasis where the underground rivers fountain up or surface for a moment.
The area receives very little rain but has abundant water in the aquifers beneath the sand. What keeps vegetation out of the
area is high salt content of it. There are quite few other minerals in the sand as well. It is so metallic that electrical charges are
often built up and released in spectacular if not dangerous displays of sand lightening. Some areas will bake in the sun on windless
days in such a way that sand dries out and rolls down the face of dunes creating an ominous thundering that can be heard for high
strides away.
Wandering tribes of insidis are the main occupants of the sandy expanse. They know the secrets of finding water and generally
pack in their food. They earn their living sifting sand for its minerals or in some cases toting specific grain sizes or compositions
to the crossroads northeast of the Tower of Gilead. The Tower uses this material for all kinds of things, notably the famous glassworks
and its artisans.
8. The Sea of Inheritance is located to the south of the White Mountains and is the home a few small seagoing clans. The clans
live on the islets within the gulf or on its coast. They are very warlike and fight with each other frequently. They dare not intrude
on Darit’Ir domain for fear of heavy reprisal but they have been known to capture the occasional merchant ship and sell the crew to the
Wave Kings as slaves.
The gulf itself is full of sudden shallows and rocky cliffs. The weather is comparatively calm and allows for easy sailing
within if the dangers are known. It is rumored that sea dragons live within the waters as well. Whether this is a tale used by the
inhabitants to scare off trespassers or truth is the subject of much discussion within the halls of Darit’Ir.
The people here are olive skinned like their neighbors but have smaller eyes and larger builds. There body size comes in handy
in the use of their oar-powered craft. They are a very emotional people quick to make both friends and enemies. They are also fearsome
warriors skilled in the use of both spears and bows.
9. The Kelbeker River flows south from near the Tower of Gilead between two ranges of mountains. The swift flowing river is
regulated by a dam at the Sea of Gilead. From there it races downward from the high plains past the two major towns of Ramah and
Kahto’Ir until it is swallowed by the Midden, an exceedingly deep gulf to the south of Haramoth.
The plain beside the Kelbeker River may not be as fertile as other regions but it does support large bands of nomadic shepherds.
These tribes regularly meet in both Ramah and Kahto’Ir to trade their wares.
The nomads are also an emotional race with ties those clans abiding within the Sea of Inheritance. They are usually olive-
skinned of full height but very lean builds. Horsemanship is a part of their culture. They are so skilled that they can shoot their
short bows accurately while riding. They are a very robust group of people who are well able to overcome setbacks.
This is a good thing. The winds howl down from the high plains and mountains as they race to the ocean. Powerful storms and
straight-line winds are daily hazards as well as raiders from the Sea of Inheritance and wild beasts.
10. Har’e Ruath is the region of high hills directly south of the Tower of Gilead and west of the Kelbeker River. The hills are
populated by a hearty and stalwart group of clans that are fiercely loyal to each other and have always been a thorn in the side of the
Tower of Gilead.
These dark-skinned people wear their dark hair long and sport thick mustaches on their faces. They are usually dressed in furs
to ward against the damp and cold and are skilled in ways of traversing their snowy and mountainous domain.
Har’e Ruath is notoriously windy and hazardous to travel through even on the Gileadan road. The clans frequently raid the
Gileadan mining outposts and have narrowly escaped the wrath of the Tower for quite some time. It is likely that the Gileadans will
someday attempt to relocate the clans away from the region.
11. The Forest of Villains is immediately west of the high hills and slopes down quickly to the sea. High cliffs border the Midden
from which spectacular waterfalls cascade. The hardwood forest of Villains is so named because it once hid a rather despicable rabble
of troublemaking bandits who plagued the whole of Haramoth. It took the might of the Gileadan army and the help of the local foraging
tribes to root them out.
This is a beautiful hardwood countryside with rolling hills and numerous small glens. A few of the Cho-Frinnir still live in
some of the caves or largest groves and are the subject of much local speculation which has since become a mix of farmers and hunters.
The people of the Forest of Villains start to take a few of the characteristics of the Southern Alliance to their west. They
tend to be on the larger muscular side and range in skin tones from olive, deep brown, to a pasty reddish hue. Red hair is frequently
found on the natives although black and dark brown remain more common.
The country side has high degree of intermarriage and local government is done though voting landholders. The area has often
had to unite in an effort to defeat the highland clans to their east. They are jacks of all trades with a very individualistic feel
about them. All that has been said about the Forest Villains applies to the hill country directly west of them.
12. The Auora River flows from Southgate on the northern side of the high plains to the Sea of Gilead. This slow, wide river is
plied by brave riverboat captains guiding flat bottom boats around its many shoals and shallows. Thus, more goods actually travel by
boat than by land.
The Auora River is closely followed by the main road between the Illuminarchy and the Tower of Gilead. This road is only
considered safe because of The Tower’s constant patrols along its length.
The high plains area is semi-arid area expanse of very gently rolling hill covered in low grass and occasional stunted bushes.
The vast area is dotted by small villages of farmers and roving herdsman of the deepest brown skin.
Fort Sy stands beside the front range of the southern mountains along the main trade route to the Southern Alliance. This old
fort serves inadequately but the best it can as a base for law enforcement in the region. Disputes are settled here if they are too
much for the village elders. It also hosts the main market for goods into and out of the region.
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